I love JavaFX but what bugs me is the fact that the preview release requires an Intel based machine to run JFX on a Mac since Java 6 is the only JRE compatible for JFX. Well, one can always install SoyLatte (http://landonf.bikemonkey.org/static/soylatte/) to run JFX on a non-intel based Mac but SoyLatte is far from user friendly for the normal user, or the non-tech people at the very least. So, since Apple doesn't plan to release soon another Java 6 release for non-intel macs then what's the point to develop with JFX? The cross-platform argument completely disappear. Will Sun provide JRE for Mac in the near future?

I love JavaFX but what bugs me is the fact that the preview release requires an Intel based machine to run JFX on a Mac since Java 6 is the only JRE compatible for JFX. Well, one can always install SoyLatte (http://landonf.bikemonkey.org/static/soylatte/) to run JFX on a non-intel based Mac but SoyLatte is far from user friendly for the normal user, or the non-tech people at the very least. So, since Apple doesn't plan to release soon another Java 6 release for non-intel macs then what's the point to develop with JFX? The cross-platform argument completely disappear. Will Sun provide JRE for Mac in the near future?

Official JVMs on Mac are made by Apple, not by Sun. Therefore, it is Apple's problem, it is its fault. Releasing Java 1.6 only on Mac OS X 10.5 is a commercial choice to force customers to adopt it. Soylatte is working with the OpenJDK project. In the future, maybe you will be able to install the OpenJDK under Mac, I don't know the current status of the project for this operating system.

Releasing Java 1.6 only on Mac OS X 10.5 is a commercial choice to force customers to adopt it.

Limiting Java 6 to MacOS 10.5 isn't the problem. Anecdotally, support for previous MacOS releases by both Apple and third-party vendors fades away quite rapidly compared to other platforms. This is the nature of platform. The limitation of Java 6 support to machines with 64-bit Intel processors is more troubling.

I'm going to distribute my game as a .zip file for Macs. They can double click on it to extract the folder and the move the folder to wherever they want. Then they have to double click on the .jar file to run the game.

As a bonus, Linux users can use the same .zip file.

The sensible way to distribute the game would be as a .app file, but I can't seem to get that to work. It can't be too hard, but I only have so much time to spend on this.

I'm going to distribute my game as a .zip file for Macs. They can double click on it to extract the folder and the move the folder to wherever they want. Then they have to double click on the .jar file to run the game.

On Windows I can't image the normal user to do all manual tasks. They expect to run an exe which provide default options and that's it. I'm not sure that your Mac users would be happy with your installation process?

I'm going to distribute my game as a .zip file for Macs. They can double click on it to extract the folder and the move the folder to wherever they want. Then they have to double click on the .jar file to run the game.

As a bonus, Linux users can use the same .zip file.

The sensible way to distribute the game would be as a .app file, but I can't seem to get that to work. It can't be too hard, but I only have so much time to spend on this.

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